I finally got this purchased and installed. Oh. Wow. The ease of using it blows me away and best of all... it has the EXACT method I was looking for for hard surface modeling! By using an Amount of 1.0, Iterations of 1, Parallel Chamfer Type, and Smooth Chamfer Smoothing, I can speed up my workflow significantly! Just the…
Practically speaking you can't LOD effectively without breaking smoothing groups on hard surfaces That said you also can't LOD effectively if you're using weighted normals either so you're buggered either way. Personally, I've found the best approach is not to bugger around with normals and stick to hard edges at uv seams…
I'm pretty sure your problem lies with your uvs. Your uv's should be 6 separate islands (and 6 separate smoothing groups) baked with a cage (I'm not a maya user... so i dont know the baking process or smoothing group equivalent). You might have to bake 2 maps with different sized cages to properly get the outbump on the…
You should look over the design elements on the gun. Take a look at the laser gun from fear; all shapes and details are straight or angular. The same with the Portal gun but instead of straight, everything is curved and smooth. Your gun is pointy, straight, smooth, circular, rectangular - random. I'd also say to get rid of…
This thread is a goldmine, thanks! I'm struggling with this simple script right now. I'd like to create a script that assigns a smoothing group to any face that has no smoothing groups assigned, in all selected objects, while ignoring any modifiers. I tried it with a for loop and a function but I can't figure out how to…
those are some hard angles for one smoothing group. You can either bevel the low poly (green edges) to make the bake project better (recommended) or you can separate areas (green faces) UVs and smoothing groups. The hp looks good. Soften edges of the bolts and metal to get better bakes. As for presentation, use a darker…
Xoliul, feel free to use it in your dvd. Being featured in a quality tutorial like yours is always appreciated ! :) And as miauu already said, BuildPairs checks for Turbo Smooth and Mesh Smooth modifiers. Also I'm pretty sure it checks the polycount of the objects too( but what I'm not sure is if the results of this…
Same piece if you're not going to cut the detail into the slide (so just a smooth box with textures), obviously. Go ahead and make them separate for a mode this detailed, it aids animation AND saves polygons. Looking pretty good all and all, man. Does that handle smooth alright, though? I notice you've got it flatshaded…
Hum, you're lowpoly is a little strange. You're modeling a lot of details and using a lot of poly's to smooth things, were you could just use the normalmap to handle things. There's also no need to model every detail attached to the body as one piece, floating can work just as well and won't mess up you geometry and…
Good advice. Just to illustrate and briefly add to what's already been recommended: simple elastic and fabric components can generally be created with some basic subdivision modeling. Keeping things relatively simple and letting the subdivision smoothing do most of the work is what makes this process more efficient. Using…